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A Mobile Game World

Upside Learning

Almost everyone on my commute who owns a smart-phone is using it for two things: playing games and social networking, or a combination of both – games on social networks, social network features in games. The games being played are nothing like the games played on PCs and consoles. Once or twice a week I commute to the office using public transport.

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Future of Ed #AI DeepMind computer teaches itself to play Atari 2600 games

Ignatia Webs

What about game-based learning ? Is it really such a game-changer, and if it is, than what do we think about computers teaching themselves to be better (than us humans in these games)? artificial intelligence blogphilosophy education eLearning future future of education games online education online learning Will Art be the last job standing?

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New Horizon report on #mLearning and latest #eLearning technologies

Ignatia Webs

If you have not read it yet, this report on the latest The NMC Horizon Report > 2012 Higher Education Edition is a collaborative effort between the NMC and the EDUCAUSE Learning Initiative (ELI), an EDUCAUSE Program. The nice thing about this 42 page publication is that it looks at probable implementation of new and upcoming learning technologies (games, augmented reality, gesture based computing.). gesture-based learning augmented learning games mLearning research books eLearningHow cool is that?!

New free report on innovative #pedagogy by the Open University UK

Ignatia Webs

The Open University of the UK has published the second in its influential series of Innovating Pedagogy reports that explore new forms of teaching, learning and assessment, to guide educators and policy makers. The report can be downloaded from innovating and is a provides some food for thought for all of us strategically mapping education for the future.

NMC horizon #report 2014 on #education in #HighEd

Ignatia Webs

The NMC horizon report is ALWAYS an inspiration. Although I do think about latest trends, this 52 page report always brings the most important trends together in a comprehensive and brief overview. Games and gamification (time-to-adoption 2 years): a learning style that most of us knows and adopts from an early age. The pdf version is available at [link].

M-Learning Game Report

mLearnopedia on Blogspot

Thanks to the folks at Games, Learning + Society (GLS) in Madison, I just discovered "Experiencing the Past through the Senses: An M-Learning Game at Archaeological Parks" by Carmelo Ardito, Paolo Buono, Maria F. learning system implements an excursion-game technique to help middle school students (ages 11 through 13) acquire historic knowledge while playing in an archaeological park."

Serious game play for learning analytics

Steve Vosloo

The Department of Design, a collaboration between the Netherlands and South Africa, recently held a  Serious Gaming Festival  to explore how this field can impact planning, idea generation and collaboration. Marcus Vlaar,  one of the founders and Chief Creative Officer at  Ranj Serious Games , gave a fascinating keynote about  The Ancient Learning Method of the Future.

Why Text Messaging is the Optimal Tool for Patient Engagement: Interactivity

Mobile Commons

Polls, games, and quizzes make regular interactions more engaging. Quizzes and games are also great ways to encourage younger patients to play an active role in their personal wellness. Interactivity is a crucial factor in patient engagement because it facilitates the back and forth exchange that patients need in order to stay consistently engaged in healthy regular routines.

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liveblog @ectel2015 Grounded serious game design on scientific findings: the case of ENACT on soft skills assessment

Ignatia Webs

Grounded serious game design on scientific findings: the case of ENACT on soft skills training and assessment (EU project) Davide Marocco (Plymouth uni) Enhancing negotiation skills through online assessment and training methods. Idea is to create an online stand-alone game that will enhance negotiation competences. conferences games research

UNESCO report: A mobile reading revolution

Steve Vosloo

Such is the conclusion of the recently released report by UNESCO titled Reading in the Mobile Era  ( infographic ). When asked why respondents read on their mobile phones, convenience was the clear winner: The report has received excellent coverage, including from  The Guardian ,  Time Magazine ,  Forbes  and the Wall Street Journal. The Mobiles for reading is a passion of mine.

Current trends in Learning Technologies: a bluffer's guide


Game based learning: This has been described as the "next big thing" for at least the past 10 years. Two disastrous models, often repeated are: interesting game, often of first-person adventurer / puzzle solving variety, with really naff 2-d content quizzes scattered through it. A fun game ruined by lame learning. Do you know your MOOCs from your OERs? What they are.

liveblog from @EcTEL2015 a framework to design educational #mobile based games across multiple spaces

Ignatia Webs

But first the abstract: Abstract: The adoption of mobile devices and context-aware technologies offers the opportunity of designing educational mobile-based games across multiple spaces that enrich the learners’ experience. But producing these games is challenging from both the authoring and technical points of view. This paper proposes a framework to facilitate the design of these games. In order to show a usage example, the framework has been used to develop a mobile-based game for a museum. conference games mobile mobile learning research

The brand new Captivate 9 puts Adobe years ahead of the competition

mLearning Revolution

The inclusion of Responsive Learning projects in Captivate 8 was a game-changer in my mind, and with the improvements made in version 9, things only continue get better. Most notably, it supports offline course playback and delayed reporting. What a difference three short years make in technology. However, about a year ago I started to notice the tables turning. Conclusion.

Adobe 109 The Learning Circuits Blog: Federation of American Scientists Bland Report on Harnessing the power of video games for learning

mLearning World

► 07/04 - 07/11 (3) eLearning Kindle eBook From Toy to Tool: Cell Phones in Learning: Speak U. From mLearnopedia: April - June Hot List: Mobile L. ► 06/27 - 07/04 (2) Mobile Learning: A 4th Reading List Ignatia Webs: What to take into account when chosi. ► 06/20 - 06/27 (1) mLearnCon 2010: Dr. Mimi Ito – What the User Wants. ► 11/16 - 11/23 (1) Forget the laptop?

Great Infographic: The Mobile Developer Journey

Mobile Learning Edge

VisionMobile has other interesting reports and maps, as well as an atlas of the mobile industry listing over 1,100 players. In particular, take time to download the free report titled Developer Economics 2010 and Beyond. That is because it is still complicated. As time progresses, I expect that new tools will be invented that will make the job easier. WordPress Admin

SMS Nation: Americans Text a Lot, Score Tickets to Sports Games with SMS & Construction Text Updates

Mobile Commons

The Washington Times covered a new report by Informate Mobile Intelligence that claims Americans text the most compared to other countries. The report found that the average American sends and receives 321 text messages per day, and spends 26 minutes per day on SMS. Alerts & Reminders Mobile Research Reports Text MessagingAmericans spend 26 minutes a day texting.

US Mobile Learning Report from Ambient Insight

mLearning is Good

Take a look at this report overview from the Ambient Insight US Mobile Learning Market report. There are some good numbers in the overview, so you don’t necessarily need to order the report since it’s a bit expensive. It’s finally happening. I am starting to sense that people in the US are becoming more and more familiar and comfortable with mobility and mobile access to data, games and content in general. mobile learning. The overview shows the explosive growth of mobile learning from last year and well into the future.

Making the classroom a playground for learning (Innovations Report)

mLearning World

Playing computer games in school may sound like the kids rule the classroom. But European researchers have shown that such games can be used to boost learning. What’s more, the special computer games developed by the project could help build communities of creative, networking children across Europe, especially in the new Member States. learing+2.0 mLearning

What I Learnt About Mobile Learning Design

Upside Learning

I recently came across a report on the Deloitte website , which estimates that global Smartphone market sales will touch 375 million by the end of 2011. This means that there are going to be millions of Smartphone users out there, who can access mobile learning anywhere, at any time. That’s a huge market whose needs we can hardly afford to ignore. Limitations. Additional Resources.

Take A Leap Of Faith With Mobile Learning

Upside Learning

The recently released Towards Maturity report ‘Mobile Learning at Work’ indicates that only 30% of organisations are incorporating mobile learning. Interestingly, these statistics are only marginally better than those reported by ASTD for the US market in May 2012. This article was originally published in Learning Technologies 2013’s special show guide issue. Understanding Mobile.

Will Mobile Apps Change Training Forever?

Upside Learning

think mobile applications are the game changer for training. Mashable reports that 1 in 4 adults in US now use mobile apps. Technology around us is evolving at a rapid pace and is in turn affecting a speedy evolution of learning technology. Work is changing and, to keep pace with it, training is changing too. Which of these technology changes will impact training the most? Why Mobile?

2014: A year in review

Steve Vosloo

contributed to  Education and Skills 2.0: New Targets and Innovative Approaches ,  a short book released at the World Economic Forum in Davos, as well as UNESCO’s Reading in the Mobile Era  report, based on a project that I coordinated while at UNESCO. Finally, I was interviewed for UNICEF’s  Children, ICT and Development: Capturing the potential, meeting the challenges  report.

European report on 'The Impact of Social Computing on the EU Information Society and Economy' also mobile social media

Ignatia Webs

The European Commission JRC (Joint Research Center), Institute for Prospective Technological Studies released last week at the EU Ministerial Conference on e-Government a comprehensive report on social and economic implications of Social Computing [aka Web2.0, For anyone interested in social media and the impact it has on both society and economy, this is a very worthwhile report.

Serious Games as Mobile Learning At School | FUTURE-MAKING SERIOUS GAMES

mlearnopedia delicious

“Pupils are using a whole range of devices that can be used on the Internet - mobile phones, gaming devices, MP3 players," he says. “You can see a situation where a student might take their mobile phone out of their bag to take a photograph of the equipment they’re using in a science experiment and then pasting the picture into their written report of the experiment.

free BJET issue on #MOOC disrupting teaching & learning in #HigherEd

Ignatia Webs

The British Journal of Educational Technologies just published a Special Issue: Massive Open Online Courses (MOOCs): ‘disrupting’ teaching and learning practices in higher education. The articles are freely available and have been brought together by the wonderful academics Dick N'Gambi and Vivienne Bozalek. The full set of articles with available html and pdf's can be found here.

Children and Mobile Learning

mLearning is Good

This is a pretty in-depth report from the Joan Ganz Cooney Center on m-learning with children. Pockets of Potential Report. Most of my attention has gone to corporate and adult mobile learning over the years, but looking through this report I can see a lot of similarities with k-12 mobile learning. Based on this report, it seems that those future adult learners will be much more acclimated to mobility and m-learning than the current generation of corporate learners (i.e. And of course, the children of today are the adult learners of tomorrow.

The Daily News Reports Bus Time’s Expansion into Manhattan

Mobile Commons

“MTA Bus Time is a game changer and a service that greatly enhances our customers’ experience with bus travel,” MTA Chairman Tom Prendergast said. Bus Time is expanding into Manhattan – and the Daily News has the story. The New York periodical interviewed MTA officials and excited commuters who are eagerly anticipating a more streamlined daily routine. “MTA Bus Time has turned your phone into a tool that tells you when to start walking to the bus stop so you can get there right when the bus does. Meet your bus, don’t wait for it.”

Top 50 Mobile Learning Resources

mlearnopedia delicious

Again, as with the links I posted about Games and Simulation, these aren’t categorized in any way nor does the order assume any significance. 2009 Horizon Report. Related posts: Top 100 Learning Game Resources Five Myths of Mobile Learning Mobile Learning in India. I’ve spent an inordinately long time writing a whitepaper on mobile learning trying to expound our thoughts about it and how it might be used in the workplace. I’ve been doing some research around it and I’ve documented some of the better links I’ve come across. Apple Education. Marc Prensky Blog. Learning Org.

Mark Power » Augmented Reality - A Game Changer in Mobile Learning?

mlearnopedia delicious

Mark Power A JISC CETIS blog Contact Subscribe Meta Log in Entries RSS Comments RSS Augmented Reality - A Game Changer in Mobile Learning? Oct 20, 2009 augmented reality , mobile learning , mobile technologies I think we’re getting to the point where, by now, many of you will have found it hard to avoid hearing about the latest technology buzz. No, not Cloud Computing.

My 2012 Enterprise mLearning Predictions Recap

mLearning Trends

Overall interest in enterprise mobile learning definitely accelerated in 2012 with various surveys reporting that more than a simple majority of Learning and Development teams are committed to identifying ways to implement mobile learning for their workers and perhaps even customers as soon as practical in their organizations. Here’s the analysis of how it all played out. On Target But.

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Call for papers and proposals #eLearning, #MOOC, #mlearning

Ignatia Webs

However, and despite the fact that there are already studies reporting the promising results about the benefits of these MOOC-based hybrid pedagogies, the number of cases reported in the literature is still small. Special focus will be given on motivation issues in game-based mobile learning and wearables-based learning.

Mobile Messaging News Roundup

Mobile Commons

Karan Brar Reveals the Text Message He Totally Regrets Sending  – Actor Karan Brar talks about his  Context Clues  campaign (which encourages students to read over the summer with a fun texting mystery game) with our awesome customer DoSomething. Have you used our multiple choice functionality for surveys, games, or quizzes? Industry News The TCPA As Great Uniter?

Of Mobile Devices, Apps, Games and Casual Mobile Learning - Classroom 2.0

mlearnopedia delicious

partnered with a couple of grad students to design and program an app to teach boolean logic while playing a fun robot shooter game the only difference being that that our "guns" were logic gates, and the bit that the player had to shoot based on 2 random 1/0 input bits was the bit that matched the "rogue bot" moving towards the gate "gun". Tags: Stanford iPhone games Hosts" CR 2.0

Report on 2D Barcode usage – with user stories! | Mobile Learning


player information during the hockey game) Shopping list application Shopping list web service View new video / song of an artist, or get a ring tone / logo for your mobile phone Subscribe to an advertising information about a product (example: soccer club merchandising) Buy the product Save event information Vote on a TV programme Sponsored TV programme More information or a trailer of a movie Record a TV program View TV News Print2Audio&# As I’ve previously blogged , many of these user stories can be translated directly into engaging and interactive learning activities. 

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mLearning Demand Is Growing

Upside Learning

This is in line with the recently released Ambient Insight Report which forecasts US market for mobile learning products and services to be growing at a five-year compound annual growth rate (CAGR) of 21.7%. The Horizon Report 2010 on Mobile Computing also points out some interesting trends that will alter the way we live and learn. You can read more about it here.

Call 4 #papers: #mobile #mLearning IADIS conference in Avila Spain

Ignatia Webs

European Report on Quality Indicators of Lifelong Learning. Short Papers – These are mostly composed of work in progress reports or fresh developments and have 4 pages at maximum (2,500 words). Stretch your fingers, speed up your word-processor and get typing for the extended deadline: 26 January 2011 to submit a paper/poster/panel. References: European Commission (2002). Fischer, G.

eModeration Station » Mobile learning #1: The big picture

mlearnopedia delicious

The 2010 Horizon Report predicts that mobile technology will be mainstream by the end of this year. This Guardian Weekly article , for example, reports on the massive rise of mobile phone use in Africa. 2 The language learning picture. And let’s not forget digital cameras, gaming consoles, and standard mobile phones! Subscribe to the comments for this post? Tweet This!

Creating a Successful Customer Journey with Text Messaging

Mobile Commons

A new report by Salesforce highlights the direction that marketers are headed – and where they should go if they’re not there already – for a successful 2015. The report points out that mobile is “the most important and crucial technology” for marketers to focus on in order for customers to have a successful customer journey. Mobile is a crucial part of the customer’s journey.

Horizon 2009 Report « Electric Archaeology: Digital Media for Learning and Research

mlearnopedia delicious

The Horizon Reports describe the continuing work of the New Media Consortium (NMC)’s Horizon Project, a long-running qualitative research project that seeks to identify and describe emerging technologies likely to have a large impact on teaching, learning, research, or creative expression within learning-focused organizations. The report includes numerous links and examples of emerging projects that really push the boundaries.  Follow this link to find resources tagged for this topic and this edition of the Horizon Report, including the ones listed here. ‘CIL XV.1

eModeration Station

mlearnopedia delicious

This website includes not only experiences and reports on the St Mary’s projects, but also links to other case studies, and news articles on topic. Now teachers are complaining about the amount of time and effort they spend punishing the kids, confiscating their devices, and reporting them to their parents. Get them to report back regularly to the class. And voila! Web 2.0